Automatically transform Skeleton2D calculations so pivots are not needed #72214
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Fixes: #71108
In the rewrite for Godot 4.0 we moved to calculating skeletons outside of the main draw loop. This is more efficient, but it disconnects the skeleton from the object that draws it. As a result, we were deforming skeletons without regard to where the Skeleton2D node is compared to the Polygon2D resulting in rotations being calculated in the wrong space.
The fix is to transform the bone transforms into local space to perform the rotation. This requires sending the CanvasItem's transform to MeshStorage class and caching the transform in the MeshInstance so it is available at Skeleton update time.
With this change Skeleton2Ds finally are back to working the same as they do in the Skeleton2D tutorial